I like this mod, but I feel like Super Mutant Enforcers spawn way too frequently for how powerful they are. Despite what the description says they are very common even at low levels. Getting ambushed by an endgame level enemy wielding a fat man when my levels are still in the single digits is not very pleasant. Not to mention they have that annoying flashbang effect every time you kill one.
So, I upgraded from the 1st version to the newest one, I saw that you needed to start a new save, so I uninstalled the new version and went back to the 1st version, but now I can't use any of my saves that I had with the 1st version. Every time I load them my character appears in the vault 101 entrance naked as if I just started a new game, but skipped the vault intro. Why is this happening if I go back to the old version? There should not be any problems after uninstalling the new version and reinstalling the old one
**EDIT** I started a new game and it stills gives me the same issue if I load a saved file, even if it was from the new game
***EDIT*** So, I deleted a bunch of mods, including this one, and then I re-installed them, and everything seems to be back to normal. I don't know what happened,, I guess it's just Fallout 3's inherit glitchiness
Don't if I'm right but for some reason that your mod doesn't work with NPCs Travels which make the Supermutants to use their fists instead of the custom weapons. Disable the NPCs Travels, they'll use the custom weapons.
EDIT: Inspecting the F03 NPCs Travels.esp in F03Edits, when going to this path: FO3 NPCs Travel.esp \ Creature \ MQ01GNNBattleSuperMutant [CREA:00018FAE] \ Factions \ SNAM - Faction
Look into the line: "SuperMutantFaction [FACT:0001D1EB] {Rank: 0}", delete that in that esp and then save it or use "copy as override into..." a new esp (into something else to override the original esp) to safely keep the original esp and the modified NPCs Travels.esp to make it compatible with the Supermutant Weapons mod and BOOM! Supermutants now equips it to attack their enemies.
Don't know if this will affect the gameplay with without this special line but tell me if it does.
I've checked and there seems to be no issue between NPCs Travels and this mod. That record line change does seem unnecessary though. Maybe another mod was the cause.
Can you check if any other mods you have previously installed also affect the supermutants, there may be a conflict there. I haven't come across this error in playtesting the mod.
Recently updated this from the v1 I downloaded in 2019, and now I'm occasionally seeing these items as well. Sometimes they vanish from corpses after a quicksave/load and I was hoping to pick one up, drop it and get a reference ID but it seems to completely lack any physical properties (invisible and has a damage rating of 8). Not running anything else affecting super mutants afaik and I assume the MMM ones are seperate.
I did make a change that requires the mod to be uninstalled then reinstalled on a save without the mod activated if upgrading. If you start with the latest version there should be no issues.
i have some issues with the city killer doing 400 damage per shot aswell as the railway shotgun being so insanely overpowered. I have tried disabling the weapons in fallout3edit and it removes the weapons but makes all the supermutatans resort to using their fist to fight instead of the other weapons they have in their inventory that comes from your mod, I would love to simply be able to disable certain weapons if I could.
The city killer has a base damage of 70 with a fire rate of 3 so it definitely shouldn't be doing that much damage. Another mod must be overriding the game settings? If you know how to use fo3edit you can tweak the weapons stats to your own liking.
Man, believe me, if I could help you port over your epic mods to TTW/FNV, I would (At least FNV would be fine, but TTW also if possible). Your mods ARE AWESOME; I've just never really modded before. I mainly just give my thought out opinions on how to further expand on/improve on a mod, and can act as a sort of pre-release mod tester. Basically, you'd be surprised how many people run out of ideas, and I just help to keep things new or fresh with modder's mods, if and when I can.
Thanks for the positive feedback much appreciated. Maybe someday I'll be able to port my mods to TTW. Some of these weapons were a pain to get right, the junk metal sword especially lol.
Love the Mod man, but is there a way you can deactivate the enforcers and beserkers from exploding upon death? My computer crashes half the time when this happens...and it gets annoying.
Update - Nevermind, I went through using GECK and FO3Edit and found out using FO3Edit and just editing the suicide script you put for Enforcer and Berserker worked out :D
Hm it never crashed on me but yeah the script can be easily removed in GECK or FO3Edit as you say. I'll upload an esp version without the suicide explosions.
Hello there! Great mod, thank you for taking the time and effort into making it!
I'm having the same issue, game is crashing most of the times just after the explosion upon death. My PC is decent and i do make sure to do the "blow myself up" regularly (to help the save sort things out or something, i don't know things, me dummy) And since i have had no luck with trying to understand how to use either GECK or FO3Edit, is it possible for you to guide me on what to do?
By the way, if i just uninstall it and install your last update instead, will it crash my save? Do i need to make a new game?
It should be safe to upgrade to the newer version without any issues but using a clean save is always the best option. I toned down the suicide explosion so should be less crashy too hopefully.
54 comments
**EDIT**
I started a new game and it stills gives me the same issue if I load a saved file, even if it was from the new game
***EDIT***
So, I deleted a bunch of mods, including this one, and then I re-installed them, and everything seems to be back to normal. I don't know what happened,, I guess it's just Fallout 3's inherit glitchiness
EDIT: Inspecting the F03 NPCs Travels.esp in F03Edits, when going to this path: FO3 NPCs Travel.esp \ Creature \ MQ01GNNBattleSuperMutant [CREA:00018FAE] \ Factions \ SNAM - Faction
Look into the line: "SuperMutantFaction [FACT:0001D1EB] {Rank: 0}", delete that in that esp and then save it or use "copy as override into..." a new esp (into something else to override the original esp) to safely keep the original esp and the modified NPCs Travels.esp to make it compatible with the Supermutant Weapons mod and BOOM! Supermutants now equips it to attack their enemies.
Don't know if this will affect the gameplay with without this special line but tell me if it does.
Sometimes they vanish from corpses after a quicksave/load and I was hoping to pick one up, drop it and get a reference ID but it seems to completely lack any physical properties (invisible and has a damage rating of 8). Not running anything else affecting super mutants afaik and I assume the MMM ones are seperate.
It would be great if it was compatible with enemy ranks and legendaries so I can use both
Update - Nevermind, I went through using GECK and FO3Edit and found out using FO3Edit and just editing the suicide script you put for Enforcer and Berserker worked out :D
I'm having the same issue, game is crashing most of the times just after the explosion upon death. My PC is decent and i do make sure to do the "blow myself up" regularly (to help the save sort things out or something, i don't know things, me dummy) And since i have had no luck with trying to understand how to use either GECK or FO3Edit, is it possible for you to guide me on what to do?
By the way, if i just uninstall it and install your last update instead, will it crash my save? Do i need to make a new game?
Thank you in advance!